using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace lok3_map_builder
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        bool Loading;
        MapTiles mapTiles;
        IEnumerator<float> loader;
        ProgressBar progressBar;
        SpriteFont loadingFont;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            Loading = true;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            mapTiles = new MapTiles(GraphicsDevice, spriteBatch, "004.dat");
            progressBar = new ProgressBar(GraphicsDevice, spriteBatch, GraphicsDevice.Viewport.Width / 2 - 200 / 2, GraphicsDevice.Viewport.Height / 2 - 10 / 2, 200, 10, Color.DeepPink, Color.GreenYellow);
            loadingFont = Content.Load<SpriteFont>("LoadingFont");

            loader = mapTiles.GetEnumerator();
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {

            if (Loading)
            {
                IsFixedTimeStep = false;
                if (loader.MoveNext())
                {
                    progressBar.progress = loader.Current;
                }
                else
                {
                    IsFixedTimeStep = true;
                    Loading = false;
                }
            }


            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            if (Loading)
            {
                Vector2 loadingSize = loadingFont.MeasureString("Loading...");
                Vector2 loadingPos = new Vector2(GraphicsDevice.Viewport.Width / 2 - loadingSize.X / 2, GraphicsDevice.Viewport.Height / 2 - loadingSize.Y / 2);
                progressBar.Draw();
                spriteBatch.Begin();
                spriteBatch.DrawString(loadingFont, "Loading...", loadingPos, Color.Black);
                spriteBatch.End();
            }
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
